the drunken dragon base model
ok so i am not very good at making buildings and this is obviously just a hodge-podge of different building models slapped together. the problem is, i do not have much passion for architecture. i love making characters, armor, some vehicles and weapons but buildings are a challenge to get excited over. i have a LOT of medieval styled buildings and stuff to work off, but it's getting past that "i don't give a damn" about architecture which will hold back my world building until i break past it.
especially since "the Drunken Dragon is going to be a prominent feature in most of my comics, so the building itself has to be a character, so i am going to spend quite a bit of today trying to get this right so i can start books like "touch of humanity" and "Twisted Oaks"
especially since "the Drunken Dragon is going to be a prominent feature in most of my comics, so the building itself has to be a character, so i am going to spend quite a bit of today trying to get this right so i can start books like "touch of humanity" and "Twisted Oaks"
Category All / All
Species Unspecified / Any
Size 1280 x 723px
File Size 155.9 kB
Weeeell if your going for a more individual building perhaps more of a rectangle plot like a 2x3 rather then a 2x2.
Not the best example but perhaps if you look at NWN's old building models, See your current model looks like a reaaaaally pretty version of one of their 2x2 city tiles.
To be fair you might not find it, NWN was a -heavily- modded game so most the screenshots will be mods
Not the best example but perhaps if you look at NWN's old building models, See your current model looks like a reaaaaally pretty version of one of their 2x2 city tiles.
To be fair you might not find it, NWN was a -heavily- modded game so most the screenshots will be mods
Hatton, if you'd like? I can whip up a quick blue print on some Tavern designs if you'd like. Just gimme the era.
And don't knock your self. I'm still figuring how to render, and I can't do 1/4th the magic you can make happen.
MS paint though is great for flat drawings though x3
And don't knock your self. I'm still figuring how to render, and I can't do 1/4th the magic you can make happen.
MS paint though is great for flat drawings though x3
I've never _not_ been excited about buildings, but I find myself thinking that what you might find tedious is the particular formal qualities of "traditional" buildings. You mention an interest in vehicle design. Perhaps you should take a look at some architects whose work deploys the formal qualities of automobiles or aircraft. Neil Denari. Future Systems of London. etc. It's much easier for a car design enthusiast to become excited by a building when it's envelope is a fiberglass shell built on a chassis.
Nice, nice, very nice, but it's too straight. You could make it more interesting by not having everything be so architecturally symmetric. It also somehow bothers me how the stone towerpiece seems to come out of a wooden building's roof, even though it could technically be possible. I'd also differentiate between military and civilian structures, since the tower has both an archery gap and a regular window, where those wouldn't be on the same tower, or at a larger distance from each other. I also get the itchy feeling you could survive with less triangles, or get something more interesting out of the triscount you already had.
One game which really nails unevenly squared buildings is Dishonored, so you could try and take a few glances at that for reference for ideas on how to crook up your structure a bit. When it comes to the placing of the tower, I'd say swap it for a roof-covered window sticking out of the roof there, and move the tower so half or a quarter of it is intersected with the more stone-based building behind it.
All in all, liking it so far, good job, now juice it up and polish the composition. I also love how you're working with modular pieces, or at least it looks so.
One game which really nails unevenly squared buildings is Dishonored, so you could try and take a few glances at that for reference for ideas on how to crook up your structure a bit. When it comes to the placing of the tower, I'd say swap it for a roof-covered window sticking out of the roof there, and move the tower so half or a quarter of it is intersected with the more stone-based building behind it.
All in all, liking it so far, good job, now juice it up and polish the composition. I also love how you're working with modular pieces, or at least it looks so.
Looks pretty good to me - most medieval buildings were a hodgepodge of different aged extensions and modifications: they pretty-much were several buildings tacked together!
This may be of interest: a catalogue from a company called Otherworld Artifacts who made cast components for building gaming scenery back in the mid 80s. You could possibly model a few pieces and then cut and paste them to build or modify your own structures.
http://deartonyblair.blogspot.co.uk.....catalogue.html
This may be of interest: a catalogue from a company called Otherworld Artifacts who made cast components for building gaming scenery back in the mid 80s. You could possibly model a few pieces and then cut and paste them to build or modify your own structures.
http://deartonyblair.blogspot.co.uk.....catalogue.html
You know, even if it's just a mix of things it still has its consistency. It has the cozy, chaotic feeling of a medieval building (or later). And as others already said, binding buildings together and adapting them was not uncommon. I'd say you could even tell what's the story of this building already (and I may as well try XD ).
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